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Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2)
« on: March 31, 2016, 07:10:30 PM »
I haven't touched this since last September but I played it recently
and
it's really fun
I shouldn't be sitting on so much work just because the last stage isn't done so I'm randomly releasing it now
Stuff this includes
Download v2.7
Full changelog:
work is probably dead and buried for now but i MIGHT do the final stage if people really like playing -- i want to do rock force first though
and
it's really fun
I shouldn't be sitting on so much work just because the last stage isn't done so I'm randomly releasing it now
Stuff this includes
- Shade Man's stage
Shade Man's weapons
Search Man's weapons
Boss refight chamber and boss rush
Ultimate Hunter (nightmare) mode
other things?????
bugs probably
enemy desync
Download v2.7
Full changelog:
(click to show/hide)
-Bugfixes-
Switched Gaea Armour's defence buff from doom armor to PowerProtection. This should fix numerous bugs including the buff never being taken away when the armour was deselected, and spikes 'pushing' the player about and eventually killing when standing on them for too long.
Fixed upgrade capsules not accounting for the changed name of CopyShotWep, as well as not recognising Blizzard weaponry.
Fixed Cutman spikes doing no damage in online modes.
Fixed Stoneman's boss battle windows allowing players to fall out.
Fixed a bug where Blizzardman's health was scaling improperly with playercount.
Prevented Black Zero from being able to fly about.
Changed up some of the button scripts to have an effect instantly rather than when the button is fully down. This should fix a bug where players could spectate after pressing it to break the effect.
-Classes-
All classes now have a new death animation inspired by (but not mirroring because I didn't want to do vertical spirals) MMX-MMX3 / MMXtreme 1-2. Your death explosion shows your colours.
Switched X's armour from frames to skins. This should stop cycling his frames and jittering online, as well as make his class a lot cleaner.
ADDED THE BLADE ARMOUR!!
X has finally activated his built-in Energy Balancer after having it in his own series since MMX1.
Changed up Gaea Armour a bunch. Enabled more rapid fire of uncharged shots, and nerfed their range. Charge shot now has more range than uncharged shots, like MMX5. Added SFX and improved visuals of the Gaea Buster's Giga Attack (that's a mouthful). The bar should show how much longer you can hold the projectile.
New Axl mugshot on the stage select screen.
Added Weaponry icons for Vile. His three equipped weapons are now shown underneath or to the side of his weapon energy bar.
Added portraits to Vile's weapon display monitors.
Vile can now pick up E-Tanks. Removing them was a silly idea.
Added XWEAPONS ZEROWEAPONS AXLWEAPONS VILEWEAPONS pickups for cheats.
-Weapons-
Updated the HUDs on X Buster and Fourth Buster. No trace of my terrible HUDs (except Vile's) exist in the game! Hooray!
Stealthily buffed the range of Zero's third charge shot / saber swing.
ProjectHazoid remade the Freeze Ray hud to fix the perspective.
Fixed Infinity Gig often returning as a red fist. For real.
Burning Drive won't activate underwater, like most flamethrowers.
Added some damagetypes to weapons that were missing them on Zero and Vile.
ADDED SHADE WEAPONRY!!
ADDED SEARCH WEAPONRY!!
-Maps-
Borrowed a line from MMSPSin to show who the leader is on the HUD.
Fixed the weapon display screen not recognising Axl's Stone or Blizzard defeats when he had the White armour equipped.
Added a BOSS REFIGHT CHAMBER to the firing range just behind Dive Man. Yes, construction is complete! Face any boss you've already defeated on that playthrough, or if you've aced the entire game, try your hand at fighting all 8 (edit 31/03/16 - all 6) bosses in order with no breaks!
Remade a section of Cutman between the first gate and boss room. This overhaul was intended to lengthen the stage, increase flow and reduce cramped conditions around the middle and end of the stage.
Crazy Razies will walk around you after punching you and they have a larger delay, so they won't just stand in front of your face and punch you 5 times to death now.
Moved the second button in Heatman to remove the sequence break that bypassed lots of the stage. Many of the interior islands in Heat now have protective barriers to prevent dash jump sequence breaking. Lava rises faster in the last section of the stage to provide more challenge.
Tellies now have a subtle floating sound effect so they won't creep up on you.
Very small Needle updates. The underground section has been revamped to be less cramped and includes ties to the map's energy mine and construction themes where there were none before. Lots of very minor aesthetic upgrades and a few changes to enemy placements.
Needle Presses deal 'spike' damage eg. Gaea Armour can walk through them.
Remade a section of Toadman from the start to the first miniboss. This was intended to reduce the map's reliance on tiny waterways and Gyotot kills, as well as widen the map for multiplayer and increase flow, and possibly decrease difficulty or at least decrease cheapness. Edited the second half to reduce sequence breaks, and changed the water slides in the last part of the stage from scrolled floors to waterfall textures.
Subeil should now die when hitting a wall instead of sliding along it. No more cheap instakills when touching a wall!
Slightly increased the sight range of Curlingers from (1024) to (1148).
Like Subeil, Cyber Gabyoalls won't instant kill near walls. They'll stop jetting as soon as they hit one.
ADDED SHADE MAN'S GRAVEYARD SMASH!!
Each stage now has unique logos and boss doors! Hooray!
-Bosses-
Stoneman's jumping radius should now do 'misc' damagetype (eg. no hitstun). To compensate, his power stone's spinning radius has been tightened.
Blizzardman will bowl even slower now. His nightmare bowling is the old speed.
-Misc-
Disabled the force spectating script and enabled support for sv_maxlives>0 (but I wouldn't recommend it).
In survival-based modes, your customisable equipment (armour, Vile weapons) will be returned to you when the round begins. This should make survival the premier choice for XSP fun!
All weapons and class-specific items are no longer droppable. Give E-Tanks to your buddies, but don't give them your Rekkouha! And don't give 'em W-Tanks unless they're X, dummy!
Didn't update the horizontal HUDs because I think the new ones are ugly as <rude comparison>
Enabled Nightmare!! / UH-Rank difficulty. This brutal challenge causes more enemies to spawn which move faster and deal more damage, all while reducing ammunition. Don't host it unless you want people to have no fun!
Gave all of the suitable monsters fastspeed values to work in UH-Rank.
Enemy spawns adjusted for UH-Rank. These are downright sadistic. Don't test my evil streak.
In UH-Rank, bosses have been fused with maverick technology from the future to create new Hyper Attacks! Each boss is paired with a maverick for this attack, eg. Cutman x Boomer Kuwanger, Toadman x Toxic Seahorse, Blizzardman x Blizzard Buffalo. This replaces their super attack, and they can do it without the requirement of half health.
Enemies have been ramped up or given new properties for UH-Rank. Shockwaves on Big Eyes, spread volleys on Beaks, Bikkys will fire homing missiles when they hit the ground, Cannons will fire needle volleys, INVINCIBLE ZOMBIES, etc.
When in beginner / B-Rank mode, certain areas on some maps will close to shorten the stage's length and make stages easier.
A NOTE TO SERVER HOSTS - 'DEFAULT' SA-RANK MODE IS SKILL 2!! BEGINNER B-RANK IS SKILL 0, AND EASY A-RANK IS SKILL 1. NIGHTMARE IS NOW SKILL 3. DON'T HOST NIGHTMARE UNLESS YOU WANT PEOPLE TO HAVE NO FUN!
Switched Gaea Armour's defence buff from doom armor to PowerProtection. This should fix numerous bugs including the buff never being taken away when the armour was deselected, and spikes 'pushing' the player about and eventually killing when standing on them for too long.
Fixed upgrade capsules not accounting for the changed name of CopyShotWep, as well as not recognising Blizzard weaponry.
Fixed Cutman spikes doing no damage in online modes.
Fixed Stoneman's boss battle windows allowing players to fall out.
Fixed a bug where Blizzardman's health was scaling improperly with playercount.
Prevented Black Zero from being able to fly about.
Changed up some of the button scripts to have an effect instantly rather than when the button is fully down. This should fix a bug where players could spectate after pressing it to break the effect.
-Classes-
All classes now have a new death animation inspired by (but not mirroring because I didn't want to do vertical spirals) MMX-MMX3 / MMXtreme 1-2. Your death explosion shows your colours.
Switched X's armour from frames to skins. This should stop cycling his frames and jittering online, as well as make his class a lot cleaner.
ADDED THE BLADE ARMOUR!!
X has finally activated his built-in Energy Balancer after having it in his own series since MMX1.
Changed up Gaea Armour a bunch. Enabled more rapid fire of uncharged shots, and nerfed their range. Charge shot now has more range than uncharged shots, like MMX5. Added SFX and improved visuals of the Gaea Buster's Giga Attack (that's a mouthful). The bar should show how much longer you can hold the projectile.
New Axl mugshot on the stage select screen.
Added Weaponry icons for Vile. His three equipped weapons are now shown underneath or to the side of his weapon energy bar.
Added portraits to Vile's weapon display monitors.
Vile can now pick up E-Tanks. Removing them was a silly idea.
Added XWEAPONS ZEROWEAPONS AXLWEAPONS VILEWEAPONS pickups for cheats.
-Weapons-
Updated the HUDs on X Buster and Fourth Buster. No trace of my terrible HUDs (except Vile's) exist in the game! Hooray!
Stealthily buffed the range of Zero's third charge shot / saber swing.
ProjectHazoid remade the Freeze Ray hud to fix the perspective.
Fixed Infinity Gig often returning as a red fist. For real.
Burning Drive won't activate underwater, like most flamethrowers.
Added some damagetypes to weapons that were missing them on Zero and Vile.
ADDED SHADE WEAPONRY!!
ADDED SEARCH WEAPONRY!!
-Maps-
Borrowed a line from MMSPSin to show who the leader is on the HUD.
Fixed the weapon display screen not recognising Axl's Stone or Blizzard defeats when he had the White armour equipped.
Added a BOSS REFIGHT CHAMBER to the firing range just behind Dive Man. Yes, construction is complete! Face any boss you've already defeated on that playthrough, or if you've aced the entire game, try your hand at fighting all 8 (edit 31/03/16 - all 6) bosses in order with no breaks!
Remade a section of Cutman between the first gate and boss room. This overhaul was intended to lengthen the stage, increase flow and reduce cramped conditions around the middle and end of the stage.
Crazy Razies will walk around you after punching you and they have a larger delay, so they won't just stand in front of your face and punch you 5 times to death now.
Moved the second button in Heatman to remove the sequence break that bypassed lots of the stage. Many of the interior islands in Heat now have protective barriers to prevent dash jump sequence breaking. Lava rises faster in the last section of the stage to provide more challenge.
Tellies now have a subtle floating sound effect so they won't creep up on you.
Very small Needle updates. The underground section has been revamped to be less cramped and includes ties to the map's energy mine and construction themes where there were none before. Lots of very minor aesthetic upgrades and a few changes to enemy placements.
Needle Presses deal 'spike' damage eg. Gaea Armour can walk through them.
Remade a section of Toadman from the start to the first miniboss. This was intended to reduce the map's reliance on tiny waterways and Gyotot kills, as well as widen the map for multiplayer and increase flow, and possibly decrease difficulty or at least decrease cheapness. Edited the second half to reduce sequence breaks, and changed the water slides in the last part of the stage from scrolled floors to waterfall textures.
Subeil should now die when hitting a wall instead of sliding along it. No more cheap instakills when touching a wall!
Slightly increased the sight range of Curlingers from (1024) to (1148).
Like Subeil, Cyber Gabyoalls won't instant kill near walls. They'll stop jetting as soon as they hit one.
ADDED SHADE MAN'S GRAVEYARD SMASH!!
Each stage now has unique logos and boss doors! Hooray!
-Bosses-
Stoneman's jumping radius should now do 'misc' damagetype (eg. no hitstun). To compensate, his power stone's spinning radius has been tightened.
Blizzardman will bowl even slower now. His nightmare bowling is the old speed.
-Misc-
Disabled the force spectating script and enabled support for sv_maxlives>0 (but I wouldn't recommend it).
In survival-based modes, your customisable equipment (armour, Vile weapons) will be returned to you when the round begins. This should make survival the premier choice for XSP fun!
All weapons and class-specific items are no longer droppable. Give E-Tanks to your buddies, but don't give them your Rekkouha! And don't give 'em W-Tanks unless they're X, dummy!
Didn't update the horizontal HUDs because I think the new ones are ugly as <rude comparison>
Enabled Nightmare!! / UH-Rank difficulty. This brutal challenge causes more enemies to spawn which move faster and deal more damage, all while reducing ammunition. Don't host it unless you want people to have no fun!
Gave all of the suitable monsters fastspeed values to work in UH-Rank.
Enemy spawns adjusted for UH-Rank. These are downright sadistic. Don't test my evil streak.
In UH-Rank, bosses have been fused with maverick technology from the future to create new Hyper Attacks! Each boss is paired with a maverick for this attack, eg. Cutman x Boomer Kuwanger, Toadman x Toxic Seahorse, Blizzardman x Blizzard Buffalo. This replaces their super attack, and they can do it without the requirement of half health.
Enemies have been ramped up or given new properties for UH-Rank. Shockwaves on Big Eyes, spread volleys on Beaks, Bikkys will fire homing missiles when they hit the ground, Cannons will fire needle volleys, INVINCIBLE ZOMBIES, etc.
When in beginner / B-Rank mode, certain areas on some maps will close to shorten the stage's length and make stages easier.
A NOTE TO SERVER HOSTS - 'DEFAULT' SA-RANK MODE IS SKILL 2!! BEGINNER B-RANK IS SKILL 0, AND EASY A-RANK IS SKILL 1. NIGHTMARE IS NOW SKILL 3. DON'T HOST NIGHTMARE UNLESS YOU WANT PEOPLE TO HAVE NO FUN!
work is probably dead and buried for now but i MIGHT do the final stage if people really like playing -- i want to do rock force first though


















